Facilitating user voting for future game content in an online game

ABSTRACT

A system and method for facilitating user voting for potential future game content in an online game are disclosed. Multiple sets of the potential future game content may be presented to users for voting. A user vote for a given set of the potential future game content may cost an amount of voting power associated with the user. The user may earn voting power by engaging in gameplays, making in-game purchases, and/or undertaking any other game-related actions desired by the provider(s) of the online game. A set of potential future game content may be selected based on votes received from the users. In some examples, rewards may be determined for distribution to the users based on the voting for the potential future game content.

INCORPORATION BY REFERENCE TO ANY PRIORITY APPLICATIONS

Any and all applications for which a foreign or domestic priority claimis identified in the Application Data Sheet as filed with the presentapplication are incorporated by reference under 37 CFR 1.57 and made apart of this specification.

FIELD OF THE DISCLOSURE

This disclosure relates to facilitating user voting in an online game,the user voting being facilitated for selecting future potential gamecontent to be provided in the online game.

BACKGROUND

Implementing gameplays for individual users in a video game based onindividual users' preferences is known. For example, some conventionalgaming systems may suggest a number of potential game actions to a userduring a course in the video games provided by those gaming systems.Based on the suggestions, the user may be enabled by those systems toindicate preferred game actions for execution in the video games.

Obtaining crowd sourced content through external user forums is known.For examples, some systems enable users to vote on a user forum fortelevision broadcast content which the users would like to view at afuture time. Some systems enable users to vote for features forinclusion in future releases of software programs during downloading ofthe software programs by these users.

SUMMARY

One aspect of the disclosure relates to facilitating users to vote forpotential future game content in an online game. A given user of theonline game may be associated with a voting power parameter. A value ofthe voting power parameter may reflect an amount of voting powerassociated with the user in the online game. For example, a unit (ornumber of units) of the voting power parameter may represent a “vote.”The value of the voting power parameter may be determined, for example,based on gameplays, in-game purchases, and/or any other actions relatedto the online game undertaken by the given user. Without limitation, thevalue of the voting power parameter may be incremented as some metric ofgame play (e.g., might, experience points, level, and/or other metricsof game play) increases. For example, a unit of the voting powerparameter (e.g., a “vote”) may be awarded to a user each time the metricof game play is incremented some number (e.g., 1, 5, 10, and/or othernumbers) through game play. Multiple sets of potential future gamecontent may be presented to the given user, for example, in a graphicaluser interface implemented on a client computing platform associatedwith the given user. The given user may be enabled to vote forindividual ones of the multiple sets of the potential future gamecontent to be provided in the online game at a future time. A vote castby the user for the potential future game content may cost an amount ofvoting power associated with the user. A set of potential future gamecontent may be selected based on votes received from users for theindividual ones of the multiple sets of potential future game content.

In some examples, rewards may be determined based on user voting forpotential future game content. In some implementations, such rewards maybe distributed to users by virtue of the potential future game contentvoted by the users being selected. In some implementations, such rewardsmay be distributed to users by virtue of one or more voting milestonesbeing breached by the users. For example, without limitation, a rewardmay be distributed to a user by virtue of the user breaching a thresholdnumber of voting for potential future game content. This may gauge userinterest for potential future game content for the online game. This mayenhance user retention for the online game provider(s) by adapting theonline game in accordance with user voting. This may enhance userexperience in the online game as the users are enabled to provide inputto content provided in the online game.

A system configured for facilitating user voting for potential futuregame content in a virtual space may include a server. The server mayoperate in a client/server architecture with one or more clientcomputing platforms. The client computing platforms may be associatedwith the users of the virtual space. The server may be configured toexecute one or more of: a game component, a user component, a potentialfuture game content component, user vote component, future game contentselection component, reward component, and/or other components.

The game components may be configured to execute an instance of anonline game. The game component may facilitate user interaction withinthe online game by receiving user commands from client computingplatforms associated with the users of the online game. Within theinstance of the online game executed by the game component, the usersmay participate in the instance of the virtual space by controlling oneor more of an element in the virtual space. The users may input commandswith specific parameters to undertake specific deeds, actions,functions, spheres of actions and/or any other types of interactionswithin the online game.

The user component may be configured to manage user accounts associatedwith the individual users. The user account associated with a given useras managed by the user component may comprise one or more userparameters related to the given user. The one or more user parametersmay include a voting power parameter and/or any other parameter(s). Forthe given user, a value of the voting power parameter may reflect anamount of voting power associated with the given user in the onlinegame. The voting power may be used or consumed by the given user, forexample, for voting for potential future game content and/or for anyother purposes related to the online game. The value of the voting powerparameter may be determined based on gameplay, in-game purchases, and/orany other actions related to the online game undertaken by the givenuser. In some examples, voting power may be earned by the given user inthe online game for engaging in gameplays, actions, activities, eventsand/or any other deeds desired by the provider, administrator,moderator, and/or any other entities related to the online game. Theuser accounts managed by the user component may include a first useraccount associated with a first user. The first user account maycomprise a voting power parameter having a value reflecting an amount ofvoting power associated with the first user in the online game.

The potential future game content component may be configured toeffectuate presentation to users of the online game of informationrelated to multiple different sets of potential future game content forthe online game. A given set of potential future game content presentedmay include game features, game mechanics, characters, plots, virtualitems, difficulty level, quests, missions, campaign, maps, virtual areasfor interaction and/or any other types of game content that may beprovided in the online game at a future time. Information related tosuch a set of potential future game content may be obtained dynamicallyby the potential future game content component, for example, via agraphical user interface and/or any other types of interfaces accessibleto the provider(s), administrator(s), developer(s), and/or any otherentity related to operations of the online game. Information related tothe multiple different sets of potential future game content may bepresented to the users in a graphical user interface implemented onclient computing platform associated with the users.

The user vote component may be configured to receive entry and/orselection of user votes for individual ones of the sets of potentialfuture game content. A user vote for a potential future game content maybe received from the client computing platform associated with a user.The received user vote may cost an amount of voting power associatedwith the user as reflected by the voting power parameter for the user.In some examples, such a voting power cost may be predetermined by theprovider, administrator, moderator, and/or any other entities related tothe online game. In some examples, the voting power cost may bedynamically determined during runtime of the system. In some examples,the voting power cost may be fixed with respect to any given set ofpotential future game content presented to the user by the potentialfuture game content component. In some examples, the voting power costmay be dynamically determined based on one or more user parametersassociated with the user, game content parameters, and/or any otherparameters. In some examples, multiple sets of future game contentpresented to the user may cost the same amount of voting power; and insome other examples, they may cost a different amount of voting power.

In some implementations, the user vote component may be configured toenable users to allocate individual quantities of votes to theindividual sets of potential future game content presented to the users.For example, a user may be enabled to allocate a quantity of votes to aset of potential future game content desired by the user. The quantityof votes the user may allocate to such a set of potential future gamecontent may be determined based on the voting power associated with theuser—as reflected by the value of the voting power parameter, a maximumnumber of votes that may be allocated as determined by provider,administrator, moderator, and/or any other entities related to theonline game, and/or based on any other parameters. In some examples, auser may be enabled to vote for more than one set of potential futuregame content out of the multiple sets of potential future game contentpresented. In those examples, the user may be enabled to allocateindividual quantities of votes corresponding to the sets of potentialfuture game content selected by the user.

The future game content selection component may be configured to selectone or more sets of potential future game content based on the uservotes received by the user vote component. This may involve tallying thereceived user votes. In some examples, the selection by the future gamecontent selection component include determining the highest number ofuser votes received for a set of potential future game content ascompared to user votes received for other sets of potential future gamecontent.

The reward component may be configured to determine rewards fordistribution to individual users of the online game. The rewarddetermination by the reward component may be based on a set of futurepotential game content voted by a given user being selected by thefuture game content selection component. In some examples, the size ormagnitude of a reward determined by the reward component for a givenuser may be based on a quantity of votes allocated by the given user tothe set of future potential game content, and/or based on any otherparameters. In some examples, the reward determination by the rewardcomponent may be based on a voting milestone being breached by the givenuser. For example, such a voting milestone may specify a thresholdnumber of voting for potential future game content to be performed bythe given user. The reward determined by the reward component mayinclude virtual items, virtual currencies, real-world money credit,and/or any other types of reward.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for facilitating user voting for future gamecontent in an online game.

FIG. 2 illustrates one example of an instance of an online gamepresented to a user in accordance with the disclosure.

FIG. 3A illustrates one example of a graphical user interfaceimplemented on a client computing platform for presenting multiple setsof potential future game content for user voting.

FIG. 3B illustrates another example of a graphical user interfaceimplemented on a client computing platform 104 for presenting multiplesets of potential future game content in accordance with the disclosure.

FIG. 4 illustrates one example of selecting a set of potential futuregame content based on received user votes in accordance with thedisclosure.

FIG. 5 illustrates one example determining a reward for distribution toa user in accordance with the disclosure.

FIG. 6 illustrates one exemplary method 600 for facilitating user votingfor potential future game content in an online game in accordance withthe disclosure.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 for facilitating user voting forpotential future game content in an online game. Providing the virtualspace may include hosting the virtual space over a network. In someimplementations, system 100 may include a server 102. The server 102 maybe configured to communicate with one or more client computing platforms104 according to a client/server architecture. The users may accesssystem 100 and/or the virtual space via client computing platforms 104.The server 102 may comprise a processor 108 configured to executecomputer readable instructions to implement system components. Thecomputer program components may include one or more of a game component112, a user component 114, a notification generation component 116, anotification frequency determination component 118, a notificationtransmission module 120, and/or other components.

The game component 112 may be configured to execute an instance of anonline game. Within the instance of the online game, the users mayinteract with elements in the online game and/or with each other throughgameplays provided by the online game. The gameplays may includerole-playing, first-person shooter, real-time strategy, turn-basedstrategy, simulation, music or rhythm playing, social interaction,twitching and/or any other gameplays. The execution of the instance ofthe online game by game component 112 may include determining the statecommunicated (e.g., via streaming visual data, via object/position data,and/or other state information) from server 102 to client computingplatforms 104 for presentation to users. The state determined andtransmitted to a given client computing platform 104 may correspond to aview for a user character being controlled by a user via the givenclient computing platform 104. The state determined and transmitted to agiven client computing platform 104 may correspond to a location in avirtual space associated with the online game. The view described by thestate for the given client computing platform may correspond, forexample, to the location from which the view is taken, the location theview depicts, and/or other locations, a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters of the view. One ormore of the view parameters may be selectable by the user.

The instance of the online game may be persistent. That is, the onlinegame may continue on whether or not individual users are currentlylogged in and/or participating in the online game. A user that logs outof the online game and then logs back in some time later may find thevirtual space associated with the online game has been changed throughthe interactions of other users with the virtual space during the timethe user was logged out. These changes may include changes to thesimulated physical space, changes in the user's inventory, changes inother users' inventories, changes experienced by non-user characters,and/or other changes.

The instance of the online game may comprise a simulated virtual spacethat is accessible by users via clients (e.g., client computingplatforms 104) that present the views of the virtual space to a user.The simulated virtual space may have a topography, express ongoingreal-time interaction by one or more users, and/or include one or moreobjects positioned within the topography that are capable of locomotionwithin the topography. In some instances, the topography may be atwo-dimensional topography. In other instances, the topography may be athree-dimensional topography. The topography may include dimensions ofthe space and/or surface features of a surface or objects that are“native” to the space. In some instances, the topography may describe asurface (e.g., a ground surface) that runs through at least asubstantial portion of the space. In some instances, the topography maydescribe a volume with one or more bodies positioned therein (e.g., asimulation of gravity-deprived space with one or more celestial bodiespositioned therein). The instance executed by the computer componentsmay be synchronous, asynchronous, and/or semi-synchronous.

The instance of the online game may comprise virtual space entitiesautomatically controlled in the instance of the online game. Suchvirtual space entities may not be associated with any user. As such, theautomatically controlled virtual space entities may be generated and/ordeveloped by artificial intelligence configured with the server 102 by aprovider, administrator, moderator, and/or any other entities related tothe online game. These automatically controlled entities may evolvewithin the virtual space associated with the online game free from usercontrols and may interact with the entities controlled by or associatedwith the users, other automatically controlled virtual space entities,as well as the topography of the virtual space. Certain manifestedtraits may be associated with the automatically controlled entities inaccordance with the artificial intelligence configured with the server102. As used herein, such automatically controlled virtual spaceentities in the instance of the online game are referred to as “AIentities”.

The above description of the manner in which state of the virtual spaceassociated with the online game as determined by game component 112 isnot intended to be limiting. The game component 112 may be configured toexpress the virtual space in a more limited, or richer, manner. Forexample, views determined for the virtual space representing the stateof the instance of the virtual space may be selected from a limited setof graphics depicting an event in a given place within the virtualspace. The views may include additional content (e.g., text, audio,pre-stored video content, and/or other content) that describesparticulars of the current state of the place, beyond the relativelygeneric graphics. For example, a view may include a generic battlegraphic with a textual description of the opponents to be confronted.Other expressions of individual places within the virtual space arecontemplated.

Within the instance of the online game executed by game component 112,the users may participate in the instance of the online game bycontrolling one or more of an element in the virtual space associatedwith the online game. The user-controlled elements may include avatars,virtual space characters, virtual space units (e.g., troops), objects(e.g., weapons, horses, vehicle and so on), simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), and/or otheruser-controlled elements. The user-controlled avatars may represent theusers in the virtual space. The user characters may include heroes,knights, commanders, leaders, generals and/or any other virtual spaceentities that may possess strength, skills, abilities, magic powers,knowledge, and/or any other individualized attributes. The virtual spaceunits controlled by the user may include troops and/or any other virtualspace entities that may be trained, recruited, captured, and/orotherwise acquired by the users in groups or en mass. The objectscontrolled by the users may include weapons, vehicles, projectiles,magic items, wardrobes, boots, armor, knapsacks, medicine, healingpotion, and/or any other virtual items that may be employed by the usersfor interaction within the online game.

In any case, the user-controlled elements may move through and interactwith the virtual space (e.g., AI entities, elements controlled by otherusers and/or topography in the virtual space) associated with the onlinegame. The elements controlled by a given user may be created and/orcustomized by the given user. The given user may have an “inventory” ofvirtual goods and/or currency usable within the virtual space associatedwith the online game.

Within the virtual space associated with the instance of the online gameexecuted by game component 112, resources may be, for example,generated, cultivated, prospected, mined, harvested, purchased, earned,traded and/or gifted over time by units, characters, pets, buildings,facilities and/or any other infrastructure or entities in the virtualspace for a given user. Resources may include virtual items that areaccumulated en masse and then used to satisfy resource requirements inthe virtual space. By way of non-limiting examples, virtual spaceresources may include food (e.g., rice, fish, wheat, etc.), wood,minerals (e.g., good, iron, ore, coal, oil, stone, crystal, etc.),plants, animals, virtual items, virtual currencies, and/or any otherresources appropriate for the virtual space. Transfer of resourcesbetween users may be reflected through user inventories

Controls of virtual elements may be exercised through commands input bya given user through client computing platforms 104. The given user mayinteract with other users through communications exchanged within thevirtual space associated with the online game. Such communications mayinclude one or more of textual chat, instant messages, private messages,voice communications, and/or other communications. Communications may bereceived and entered by the users via their respective client computingplatforms 104. Communications may be routed to and from the appropriateusers through server 102 (e.g., through game component 112).

A given user may input commands with specific parameters to undertakespecific deeds, actions, functions, sphere of actions and/or any othertypes of interactions within the virtual space. For example, the givenuser may input commands to construct, upgrade and/or demolish virtualbuildings; harvest and/or gather virtual resources; heal virtualuser-controlled elements, AI entities and/or elements controlled byother users; train, march, transport, reinforce, reassign, recruit,and/or arrange troops; attack, manage, create, demolish and/or defendcities, realms, kingdoms, and/or any other virtual space locationscontrolled by or associated with the users; craft or transport virtualitems; interact with, compete against or along with AI entities and/orvirtual space elements controlled by other users in combats; researchtechnologies and/or skills; mine and/or prospect for virtual resources;complete missions, quests, and/or campaigns; exercise magic power and/orcast spells; and/or perform any other specific deeds, actions,functions, or sphere of actions within the virtual space. In someexamples, the given user may input commands to compete against elementsin an environment within the virtual space—i.e., Player vs. Environment(PvE) activities. In some examples, the given user may input commands tocompete against each other within the virtual space—i.e., Player vs.Player (PvP) activities.

The game component 112 may be configured to execute user actions tofacilitate interaction of the users with the online game and/or eachother in response to receiving virtual space commands input by theusers. Execution of the user action by the game component 112 mayproduce changes to the game state, which may reflect progresses and/orresults of the user actions. In some examples, state changes caused bythe execution of the user actions may be recorded in the electronicstorage 110 to facilitate persistency throughout the instance of theonline game. In some examples, execution of the user actions may notproduce persistent changes to the game state (e.g., a user characterjumping forward and backward successively may not produce anyperceivable game state changes to other users).

The user actions executed by the game component 112 may include combatactions enabling users to direct user entities to compete against AIentities and/or against elements controlled by other users in combats.The combat actions may include real-time combat actions through whichthe users may direct user entities (e.g., avatars) to perform maneuversin real or near-real time; may include turn-based combat actions throughwhich the users may direct user entities (e.g., user character, troopsand/or combat equipment) to inflict damages and/or resist damages; mayinclude strategy combat actions through which the users may position theuser entities strategically in combats; and/or may include any othertypes of combat actions.

Within the virtual space associated with the instance of the onlinegame, the users may control locations to generate revenues, productions,resources, troops, culture, wonders, special units and/or any othertypes of output enabled by the virtual space locations controlled by theusers. The user-controlled locations may include virtual space towns,cities, kingdoms, castles, villages, fortresses, landmasses, resourcecores, and/or any other types of virtual space locations. Typically,through controlling such virtual locations, the users may growpopulations, construct infrastructures, conduct commerce, collect taxes,raise troops, train special units, train knights and/or any other usercharacters, research technologies, gain skills and/or abilities, and/orundertake any other actions, functions, deeds, or sphere of actions asenabled by such virtual space locations. For example, a given user maycontrol multiple cities in the virtual space and the cities may generaterevenues to fund the given user activities within the virtual space; maygenerate troops; may generate growth in science; may produce weapons;may generate production; may produce food and so on.

The users may control resource cores in the virtual space associatedwith the instance of the online game executed by the game component 112.A resource core is a type of virtual space object that may providespecific raw materials, resources, currencies, substances, and/or anyother virtual space elements when harvesting actions are performed byuser characters with proper skills, equipment, gears, formulas, timeduration, and/or any other harvesting parameters. Resource cores may ormay not be visible to the users, depending on the users' skills.Resource cores may be depleted due to harvesting actions by users and insome examples may be destroyed in the virtual space associated with theonline game. In some examples, new resource cores may be created toreplace the destroyed ones in the virtual space at times determined bythe provider, administrator, moderator, and/or any other entitiesrelated to the virtual space. Examples of resource cores may includemines, rivers, wells, oceans, swamps, mountains, forests, boxes, pets,plants, and/or any other virtual space locations or objects.

Within the instance of the online game executed by the game component112, levels may be established to facilitate and/or incentivize useradvancements. Users may receive virtual points for performing actions,participating in virtual space activities, interacting with virtualspace elements and/or other users, and/or for engaging in any otherinteractions provided by the virtual space. A user may advance to a nextlevel when a certain goal has been reached, an end condition has beenfulfilled by the user in the online game, and/or the points acquired bythe user have reached a threshold corresponding to the next level.Advancements in user levels typically result in attribute boosts, skillboosts, resistance boosts, higher status, and/or any other types of userprogression in the virtual space. In some examples, for differentcategories of gameplays, skills, abilities, and/or any other areas thatmay be progressed by users, different levels may be established. Forexample, experience levels may be established in the online game toreflect overall experiences of the users, levels in certain skills maybe established to reflect user progressions in acquiring or masteringthese skills in the online game, and so on.

The user component 114 may be configured to manage user accountsassociated with the individual users. The user accounts may comprise oneor more user profiles and/or user information stored by server 102, oneor more of the client computing platforms 104, and/or other storagelocations. The user information associated with a given user maycomprise one or more user parameters related to the given user. The oneor more user parameters may include a voting power parameter and/or anyother parameter(s). A value of the voting power parameter may reflect anamount of voting power associated with the given user in the onlinegame. In some examples, the value of the voting power parameter may bepresented through representation of “votes”, “voting points”, and/orother units of voting power. For example, the given user may beassociated with X number of “votes” available for the given user to castin the online game. However, it should be understood this is notintended to be limiting. Other examples of voting power representationare contemplated. For example, the value of the voting power parametermay be represented through a graphical bar and the length of thegraphical bar may reflect the amount of the voting power associated withthe given user; may be represented through stars or other graphicalobjects and the number of stars or other graphical objects may reflectthe amount of the voting power associated with the given user; or may berepresented through any other type of representation.

The voting power indicated by the voting power parameter for the givenuser may be used or consumed by the given user in the online game forvarious purposes. Example of such purposes may include voting for one ormore virtual items customized by users of the online game, voting for anelectorate (e.g., an alliance leader) in the online game, voting forpotential future game content for implementation in the online game,and/or any other purposes. The voting power may be consumed by the givenuser such that casting a vote in the online game for the individual onesof potential future game content may cost an amount of the voting powerassociated with the given user. That is, in order for the given user tocast a vote for potential future game content to be provided in theonline game, an amount of voting power associated with the given usermay be reduced. In implementations, such voting power reduction may bereflected through reduction of the value of the voting power parameter.By way of non-limiting example, without limitation, the voting powerparameter for the given user may have a value of 100 “voting points”;and a number of “voting points”, say 10 “voting points”, may be consumedfor casting a vote for a set of potential future game content desired bythe given user. As will be illustrated with further details, in someexamples, the users of the online game may be enabled to allocate votesfor the potential future game content desired by the give user. Forexample, the given user in those examples may allocate a number of“voting points” to a set of potential future game content desired by thegiven user.

The value of the voting power parameter may be determined based on, forexample, gameplay, in-game purchases, quests completed, online gameactivities participated in and/or any other user actions related to theonline game undertaken by the given user. For example, the given usermay earn a quantity of voting power by engaging in a gameplay desired bythe provider(s) of the online game; and the value of the voting powerparameter may be incremented as some metric of game play (e.g., might,experience points, level, and/or other metrics of game play) increases.In one embodiment, a unit of the voting power parameter (e.g., a “vote”)may be awarded to a user each time the metric of game play isincremented some number (e.g., 1, 5, 10, and/or other numbers) throughgame play. In one embodiment, a user may earn a number of “votingpoints” by training troops in the virtual space associated with theonline game. Other gameplays based on which the value of the votingpower is determined may include building upgrades, user characterdevelopment, interactions with the other user characters in the virtualspace, interactions with the virtual space by the given user, and/or anyother types of gameplays. This may help the provider(s) of the onlinegame to distribute voting power to users based on gameplays desired. Inthis way, the desired gameplays engaged in by the given user may bereflected through the value of voting power parameter for the givenuser. As will be described later, the voting power associated with thegiven user may help the provider(s) of the online game select a set ofpotential future game content to be provided in the online game at afuture time.

In some examples, the given user may earn a quantity of voting power formaking certain in-game purchases. For example, user in-game purchases ofvirtual items desired by the provider(s) of the online game may resultin voting power being distributed to the users making such in-gamepurchases. In another example, in-game purchases over a certainthreshold amount of virtual currencies may earn the users making suchin-game purchases a corresponding amount of voting power. By way ofnon-limiting example, without limitation, in one embodiment, a givenuser may earn X amount of voting power by virtue of making an in-gamepurchase in one transaction for over Y amount of the virtual currency.

The user information may include information related to purchases orspending by the given user in or for the virtual space. Such spendinginformation may include, for example, purchase information forindividual transactions, a spend rate, a total spend amount, and/orother information related to user purchases. The spending informationassociated with a given user may indicate a level of spending by thegiven user within the virtual space, for example, without limitation,lifetime spending (total spending by the given user in the virtualspace), average spending during certain predetermined periods (e.g.,spending by the given user during Thanksgiving, Christmas and/or anyother periods), spending by the given user during certain events withinthe virtual space (e.g., spending by the given user during a specifictournament, quest, contest, and/or any other types of virtual spaceevents), and any other spending information by the given user.

The user profiles may include, for example, information identifyingusers (e.g., a username or handle, a number, an identifier, and/or otheridentifying information) within the virtual space, security logininformation (e.g., a login code or password), virtual space accountinformation, subscription information, virtual currency accountinformation (e.g., related to currency held in credit for a user),relationship information (e.g., information related to relationshipsbetween users in the virtual space), virtual space usage information,demographic information associated with users, interaction history amongusers in the virtual space, information stated by users, purchaseinformation of users, browsing history of users, a client computingplatform identification associated with a user, a phone numberassociated with a user, and/or other information related to users. Theuser information managed by the user component 114 may includeinformation indicating levels of interaction with the virtual space byindividual users. The interaction level of an individual user asindicated in such information may reflect an amount of interaction withthe virtual space by the individual user.

FIG. 2 illustrates one example of an instance of an online gamepresented to a user in accordance with the disclosure. As can be seen inthis example, a graphical user interface 200 may be presented on aclient computing platform 104 associated with a given user of the onlinegame. The graphical user interface 200 may enable the given user tointeract with a virtual space 202 associated with the online game asshown. It should be appreciated that in some examples, the graphicaluser interface 202 may occupy the entire display associated with theclient computing platform 104 as a stand along interface for suchinteraction; and in some other examples, the graphical user interface202 may be a portion of some other graphical user interface(s)—e.g., agraphical user interface of social media. As illustrated in thisexample, tabs 204 may be provided in the graphical user interface 202 toenable users to switch between different views of the graphical userinterface 202 as shown. As can be seen, the tabs 204 may include a“vote” tab to enable the given user to switch to a view in whichpotential future game content may be presented.

Returning to FIG. 1, the potential future game content component 116 maybe configured to effectuate presentation to users of information relatedto multiple different sets of potential future game content for theonline game. The multiple sets of potential future game content may bepresented to users for voting such that one or more of the multiple setsof potential future game content presented may be provided in the onlinegame at a future time. A given set of potential future game contentwhose presentation is effectuated by potential future game contentcomponent 116 may include game features, game mechanics, characters,plots, virtual items, difficulty level, quests, missions, campaign,maps, virtual areas for interaction and/or any other types of gamecontent that may be provided in the online game at a future time.Information related to such a set of potential future game content mayinclude information indicating a description (including text, video,and/or audio), graphical representation of the corresponding potentialfuture game content (e.g., image, video, animation, 3D graphics and/orany other graphic format), user comments, reviews by users and/orcritics, up-votes received from other users, and/or any other types ofinformation related to the set of the potential future game content.

In some examples, the multiple sets of potential future game content maybe determined by the provider(s) of the online game for presentation onthe client computing platform 104. By way of non-limiting example,without limitation, in one embodiment, user behaviors within the onlinegame may be monitored by the provider(s) or the personnel of theprovider(s) of the online game; and potential future game content may bedetermined based on the monitored user behaviors in the online game. Forinstance, if a majority of users engage in a particular type of gameplaywith high frequencies, a set of potential future game content involvingthis particular type of gameplay may be determined for presentation tothe users. In some examples, the multiple sets of potential future gamecontent may be determined dynamically at least in part in accordancewith one or more metrics established, for example by the provider,administrator, moderator, and/or any other entities related to theonline game. In one example, the potential future game content (e.g., apotential quest) may be determined automatically by the potential futuregame content component 116 using one or more metrics (e.g., a thresholdnumber of users have reached a level in the online game to play thepotential mission) configured with potential future game contentcomponent 116.

In any case, the potential future game content component 116 may beconfigured to obtain the information related to the multiple sets ofpotential future game content for presentation on the client computingplatforms 104. In some implementations, information related to a set ofpotential future game content may be obtained dynamically by thepotential future game content component 116, for example via a graphicaluser interface and/or any other types of interfaces accessible to theprovider(s), administrator(s), developer(s), and/or any other entityrelated to operations of the online game. In those implementations, suchinformation may be provided by the provider, administrator, moderator,and/or any other entities related to the online game through thegraphical user interface. In some other implementations, the potentialfuture game content component 116 may be configured to generate suchinformation based on parameters of the multiple sets of future potentialgame content for presentation. For example, without limitation, adescription of a given set of future potential game content forpresentation may be generated by potential future game content component116 based on a plot associated with the given set of future potentialgame content automatically (e.g., first 50 words of the plot). In someexamples, the information may be obtained by potential future gamecontent component 116 from external resources 106. For instance, theinformation may be obtained from external resources 106 associated withan online social media operator affiliated with the online game.

The user vote component 118 may be configured to receive entry and/orselection of user votes for individual ones of the sets of potentialfuture game content. A user vote for a set of potential future gamecontent may be received from the client computing platform 104associated with a user. The received user vote may cost an amount ofvoting power associated with the user as reflected by the voting powerparameter for the user. In some examples, such a voting power cost maybe predetermined by the provider, administrator, moderator, and/or anyother entities related to the online game. For example, withoutlimitation, the provider(s) of the online game may determine voting forindividual sets of future game content by a given user may cost X amountof voting power associated with the given user. In some examples, thevoting power cost may be dynamically determined during runtime of thesystem, for example, at least in part in accordance with one or morerules, metrics, logic, and/or any other types of programmed constructsconfigured with user vote component 118. For example, withoutlimitation, the voting power cost may be dynamically determined based ona number of users that have cast votes for the multiple sets ofpotential future game content in the online game. As an illustration, inthat example, the less users that have cast such votes in a givenperiod, the less amount of voting power cost may be determined by theuser vote component 118. Other examples of determining voting power costdynamically are contemplated.

FIG. 3A illustrates one example of a graphical user interfaceimplemented on a client computing platform for presenting multiple setsof potential future game content for user voting. As shown, thegraphical user interface 300 may be implemented on a client computingplatform 104. The graphical user interface 300 as illustrated mayconstitute some or all of a view of the voting tab 204 shown in FIG. 2.In this example, the graphical user interface 300 comprises aninformation bar 302 and a presentation panel 308. As shown, thepresentation panel 308 may present information 304 related to multiplesets of potential future game content described above. As also shown,the presentation panel 308, in this example, comprises selectioncontrols 306 a, 306 b, and 306 x enabling users to vote for individualones of the multiple sets of the potential future game content. In thisexample, as illustrated, the potential future game content set #3 304 cis voted by a user, e.g., user 1 in this example, via the graphical userinterface 300. This indicates that user 1 desires the online game toprovide the future game content set #3 at a future time (e.g., nextrelease of the online game or next upgrade of the online game).

As described above, casting a vote in the online game may cost an amountof voting power associated with the user that casts the vote. This isillustrated in FIG. 3A. In this example, casting a vote for a set offuture game content may cost the user a predetermined amount of votingpower—in this example, “voting points”. This predetermined amount ofvoting power cost may be fixed across the individual ones of themultiple sets of the potential future game content 304. In this example,such a cost is 10 voting points as reflected by the voting powerinformation field 310 such that the voting points associated with theuser, e.g., user 1, is reduced by 10 points upon the user casting onevote for potential future game content set, e.g., the potential futuregame content set #3, through the selection control 306 c. However, itshould be understood this is merely illustrative. In some otherexamples, the voting power cost for the future game content sets mayvary. For example, potential future game content sets that are moresophisticated (e.g., involving more gameplays) may cost more votingpower than those that are less sophisticated. It should be appreciatedthat the voting power cost may be predetermined by provider,administrator, moderator, and/or any other entities related to theonline game in some examples; and in some other examples, such a costmay be determined dynamically based on its desirability, popularity,and/or any other relevant factors.

FIG. 3B illustrates another example of a graphical user interfaceimplemented on a client computing platform 104 for presenting multiplesets of potential future game content in accordance with the disclosure.In this example, as shown, a user, e.g., user 1, is enabled to vote formore than one set of potential future game content desired by the user.As shown, the graphical user interface 300 may enable the user toallocate an amount of votes to be associated with the future gamecontent set 304. The quantity of votes the user may allocate may bedetermined based on the voting power associated with the user, a maximumnumber of votes that may be allocated as determined by provider,administrator, moderator, and/or any other entities related to theonline game, and/or based on any other parameters. As will be describedlater, the amount of votes allocated by the user may be used forselecting future game content to be provided in the online game, fordetermining rewards to be distributed to the user, and/or for any otherpurposes. In this example, as shown, the user votes for future gamecontent set #1 304 a and allocates 10 voting points via vote allocationentry control 312 a; and votes for future game content set #3 304 c andallocates 20 voting points to the vote via vote allocation entry control312 c. As shown, such allocation results in the voting power associatedwith the user being reduced by 30 points as indicated by the vote powerinformation filed 310.

Returning to FIG. 1, the future game content selection component 120 maybe configured to select one or more sets of potential future gamecontent based on the user votes received by user vote component 118. Forthe multiple sets of the potential future game content presented to theusers as illustrated in FIGS. 3A-B, the received user votes may betallied by the future game content selection component 120. In someexamples, as described above in FIG. 3A, a given user may cast one votefor a set of potential future game content desired by the given user tobe provided in the online game at a future time. In those examples, anumber of user votes corresponding to the set of potential future gamecontent may reflect a number of users that voted for that set ofpotential future game content. As an illustration, in those examples, ifthe set of potential future game content receives 50 votes, that means50 individual users voted for that set of potential future game content.

In some other examples, as illustrated above in FIG. 3B, a given usermay cast more than one vote for a set of potential future game content.For example, the given user may allocate a quantity of votingpower—e.g., “voting points”—to a set of potential future game content.The future game content selection component 120 may tally the votesbased on the “voting points” allocated by the users. For instance, if auser allocates 10 voting points to a set of potential future gamecontent, the future game content selection component 120 may tally 10votes for that set of potential future game content. However, this isnot intended to be limiting. Other methods of tallying votes forpotential future game content based on voting power allocated arecontemplated. For example, in one instance, a weight factor may beemployed to magnify the voting power allocated by users for thepotential future game content sets voted by the user such that the morevoting power allocated by the users for potential future game contentset, the better result the user may achieve. This may encourage users toallocate sizeable amounts of voting power for the potential future gamecontent sets desired by the users.

FIG. 4 illustrates one example of selecting a set of potential futuregame content based on received user votes in accordance with thedisclosure. As shown in this example, user votes 402 for one or moresets of potential future game content may be received by server 102 fromthe client computing platforms 104 associated with individual users 406a, 406 b, 406 c. As shown, a given user may cast votes 402 for one ormore sets of potential future game content desired by the given user. Asillustrated in this example, an amount of voting power may be allocatedto a user vote 402 corresponding to a set of potential future gamecontent. As shown, based on the received user votes 402, server 102 may,for example, tally the received votes for individual sets of potentialfuture game content via the future game content selection component 120.The result 404 of such accounting by the server 102 is illustrated. Ascan be seen from the result 404, individual sets of potential futuregame content may receive a corresponding number of votes. Based on suchcorresponding number of votes, the server 102 may, e.g., via the futuregame content selection component 120, select a set of potential futuregame content to be provided in the online game (e.g., the set ofpotential future game content that receives highest number of votes).

Returning to FIG. 1, the reward component 122 may be configured todetermine rewards for distribution to the individual users. The rewarddetermination by the reward component may be based on a set of futurepotential game content voted by a given user being selected by thefuture game content selection component. For example, withoutlimitation, if a set of potential future game content voted by the useris selected by the future game content selection component 120, thereward component 122 may determine a reward for the given user. Thereward determined by the reward component 122 may include one or morevirtual items usable in the online game (e.g., a weapon, a piece ofarmor, a scroll, and/or any other types of virtual item), virtualcurrencies, virtual resources, real-world money credit, and/or any othertypes of rewards. This may reward the users that voted for the selectedgame content. The reward may be determined based on the amount of votingpower expended by a user on the selected game content (e.g., the numberof votes for the selected game content).

In some examples, the reward determination by the reward component 122may be based on a quantity of votes allocated by a given user to a setof potential future game content selected by the future game contentselection component 120. For example, as an illustration, a reward of afirst amount of virtual currencies, say 5 coins, may be determined for afirst user wherein the first user allocated 10 voting points to the setof potential future game content selected by the future game contentselection component 120; and a reward of a second amount of virtualcurrencies, say 10 coins may be determined for a second user wherein thesecond user allocated 20 voting points to the set of potential futuregame content selected by the future game content selection component120.

In some examples, the reward determination by the reward component 122may be based on a voting milestone being breached by the given user. Forexample, such a voting milestone may specify a threshold number ofvoting for potential future game content to be performed by the givenuser. As an illustration, in one embodiment, the voting milestone mayspecify a user may be rewarded after the user has participated in votingfor potential future game content for more than 5 times. In thatembodiment, a reward may be determined after the user has participatedin voting for potential future game content for more than 5 times. Thismay motivate users to participate in voting for potential future gamecontent frequently in the online game.

In some examples, the rewards determined by the reward component 122 mayinclude access to some portion or all of a given set of potential futuregame content voted by the users and selected by the future game contentselection component 120. In those examples, the reward component 122 maydetermine a number of users—e.g., winners that may receive such rewards.The winners may be determined from users that voted for the given set ofpotential future game content. In some embodiments, the determination ofsuch winners by reward component 122 may be based, at least in part, ona quasi-stochastic or stochastic selection. In some embodiments, usersthat voted more frequently during a period and/or cast more votes forthe given set of potential future game content may have more chance thanother users to be determined as winners by the reward component 122.

By way of non-limiting example, without limitation, in one embodiment, aset of potential future game content voted by users and selected by thefuture game content selection component 120 may include a new type ofbuildings for training a new type of troops (e.g., a new Green Berettraining facility that trains commandos). The reward component 122 maydetermine, in that example, a number of winners, say 10 to receive abuilding of this new type when it is provided in the online game. Thereward component 122 may determine these 10 winners from the users thatvoted for this new type of building to be provided in the online gameduring a period desired by the provider(s) of the online game. In thatexample, the reward component 122 may determine the winners based onnumber of votes cast by those users for the new building type, number oftimes for which those user voted for the new building type during theperiod, a stochastic factor, and/or any other factor(s).

FIG. 5 illustrates one example determining a reward for distribution toa user in accordance with the disclosure. As shown, one or more rewardcriteria 502 a, 502 b, 502 x may be configured with server 102, forexample via the reward component 122. As illustrated, the rewardcriteria 502 a, 502 b, 502 x may include a criteria that specifies areward may be distributed to a user if the user has voted for a set ofpotential future game content selected by the server 102 (e.g., via thefuture game content selection component 120), a criteria that specifiesa reward may be distributed to a user if the user has voted forpotential future game content to be provided in the online game for morethan a threshold (e.g., 5 times), and/or any other types of rewardcriteria. As can be seen, based on one or more reward criteria 502 a,502 b, 502 x, the server 102, for example, may determine a reward 504for distribution to the user 506 via the reward component 122.

The server 102, client computing platforms 104, and/or externalresources 106 may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which servers 102, client computing platforms 104,and/or external resources 106 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program components. The computer programcomponents may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 106, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

The external resources 106 may include sources of information, hostsand/or providers of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 106 may be provided by resources included in system100.

The server 102 may include electronic storage 110, one or moreprocessors 108, and/or other components. The server 102 may includecommunication lines, or ports to enable the exchange of information witha network and/or other computing platforms. Illustration of server 102in FIG. 1 is not intended to be limiting. The server 102 may include aplurality of hardware, software, and/or firmware components operatingtogether to provide the functionality attributed herein to server 102.For example, server 102 may be implemented by a cloud of computingplatforms operating together as server 102.

Electronic storage 110 may comprise electronic storage media thatelectronically stores information. The electronic storage media ofelectronic storage 110 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a FireWire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 110 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. The electronicstorage 110 may include one or more virtual storage resources (e.g.,cloud storage, a virtual private network, and/or other virtual storageresources). Electronic storage 110 may store software algorithms,information determined by processor 108, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server 102 to function asdescribed herein.

Processor(s) 108 is configured to provide information processingcapabilities in server 102. As such, processor 108 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 108 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 108 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 108 may represent processing functionality of aplurality of devices operating in coordination. The processor 108 may beconfigured to execute components 112, 114, 116, 118, 120, 122. Processor108 may be configured to execute components 112, 114, 116, 118, 120, 122by software; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor 108.

It should be appreciated that although components 112, 114, 116, 118,120, 122 are illustrated in FIG. 1 as being co-located within a singleprocessing unit, in implementations in which processor 108 includesmultiple processing units, one or more of components 112, 114, 116, 118,120, 122 may be located remotely from the other components. Thedescription of the functionality provided by the different components112, 114, 116, 118, 120, 122 described below is for illustrativepurposes, and is not intended to be limiting, as any of components 112,114, 116, 118, 120, 122 may provide more or less functionality than isdescribed. For example, one or more of components 112, 114, 116, 118,120, 122 may be eliminated, and some or all of its functionality may beprovided by other ones of components 112, 114, 116, 118, 120, 122. Asanother example, processor 108 may be configured to execute one or moreadditional components that may perform some or all of the functionalityattributed below to one of components 112, 114, 116, 118, 120, 122.

FIG. 6 illustrates one exemplary method 600 for facilitating user votingfor potential future game content in an online game in accordance withthe disclosure. The operations of method 600 presented below areintended to be illustrative. In some embodiments, method 600 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 600 illustrated in FIG. 6and described below is not intended to be limiting.

In some embodiments, method 600 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 600 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 600.

At an operation 602, an instance of an online game may be executed andimplemented to determine view information for transmission to one ormore client computing platforms associated with users. The instance ofonline game may facilitate user interaction within the online game byreceiving user commands from client computing platforms associated withthe users of the online game. Within the instance of the online gameexecuted by game component, the users may participate in the instance ofthe virtual space by controlling one or more of an element in thevirtual space. In some implementations, operation 602 may be performedby a game component the same as or similar to game component 112 (shownin FIG. 1 and described herein).

At an operation 604, user accounts associated with the users may bemanaged. The user account associated with a given user as managed by theuser component may comprise one or more user parameters related to thegiven user. The one or more user parameters may include a voting powerparameter and/or any other parameter(s). For the given user, a value ofthe voting power parameter may reflect an amount of voting powerassociated with the given user in the online game. The voting power maybe used or consumed by the given user, for example, for voting forpotential future game content and/or any for any other purposes in theonline game. The value of the voting power parameter may be determinedbased on gameplay, in-game purchase, and/or any other actions related tothe online game undertaken by the given user. In some examples, votingpower may be earned by the given user in the online for engaging ingameplays, actions, activities, events and/or any other deeds desired byprovider, administrator, moderator, and/or any other entities related tothe online game. The user accounts managed by the user component mayinclude a first user account associated with a first user. The firstuser account may comprise a voting power parameter having a valuereflecting an amount of voting power associated with the first user inthe online game. In some implementations, operation 604 may be performedby a user component the same as or similar to user component 114 (shownin FIG. 1 and described herein).

At operation 606, presentation of information related to multipledifferent sets of potential future game content for the online game tousers of the online game may be effectuated. A given set of potentialfuture game content presented may include game features, game mechanics,characters, plots, virtual items, difficulty level, quests, missions,campaign, maps, virtual areas for interaction and/or any other types ofgame content that may be provided in the online game at a future time.In some implementations, operation 606 may be performed by a potentialfuture game content component the same as or similar to potential futuregame content component 116 (shown in FIG. 1 and described herein).

At an operation 608, user votes for individual ones of the sets ofpotential future game content may be received. A user vote for apotential future game content may be received from the client computingplatform associated with a user. The received user vote may cost anamount of voting power associated with the user as reflected by thevoting power parameter for the user. In some implementations, operation608 may be performed by a user vote component the same as or similar touser vote component 118 (shown in FIG. 1 and described herein).

At an operation 610, one or more sets of potential future game contentmay be selected based on the user votes received in operation 608. Thismay involve tallying the received user votes. In some examples, theselection by the future game content selection component includedetermining the highest number of user votes received for a set ofpotential future game content as compared to user votes received forother sets of potential future game content. In some implementations,operation 610 may be performed by future game content selectioncomponent the same as or similar to future game content selectioncomponent 120 (shown in FIG. 1 and described herein).

At an operation 612, rewards may be determined for distribution to usersbased on the user voting for the potential future game content. Thereward determination by operation 612 may be based on a set of futurepotential game content voted by a given user being selected by thefuture game content selection component. In some examples, the size ormagnitude of a reward determined by the reward component for a givenuser may be based on a quantity of votes allocated by the given user tothe set of future potential game content, and/or based on any otherparameters. In some examples, the reward determination by the rewardcomponent may be based on a voting milestone being breached by the givenuser. In some implementations, operation 612 may be performed by areward component the same as or similar to reward component 122 (shownin FIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system for gauging user interest in new contentfor an online game, the system comprising one or more physicalprocessors configured by machine-readable instructions to: execute aninstance of an online, and use the instance of the online game tofacilitate participation of users in the online game through clientcomputing platforms; manage user accounts associated with the individualusers, the user accounts comprising user parameters related to theindividual users such that the user accounts include a first useraccount associated with a first user, the first user account indicatinga value of a user voting power parameter for the first user, wherein thevalue of the voting power parameter for the first user is determinedbased on gameplay by the first user; effectuate presentation to theusers of information related to multiple different sets of potentialfuture game content for the online game, the sets of potential futuregame content including a first set of potential future game content anda second set of potential future game content; receive entry and/orselection of user votes for individual ones of the sets of potentialfuture game content, wherein a user vote by the first user costs thefirst user an amount of the voting power parameter; and select one ofthe sets of potential future game content based on the received uservotes.
 2. The system of claim 1, wherein the one or more physicalprocessors are further configured to enable users to allocate individualquantities of votes to the individual ones of the sets of potentialfuture game content presented to the users such that the first user isenabled to allocate a first quantity of votes to the first set ofpotential future game content and a second quantity of votes to thesecond set of potential future game content.
 3. The system of claim 1,wherein the one or more physical processors are further configured todetermine rewards for distribution to the individual users such that afirst reward is determined to be distributed to the first user by virtueof a set of future potential game content voted by the first user beingselected based on the received user votes.
 4. The system of claim 3,wherein the determination of the first reward for distribution to thefirst user is based on a number of votes by the first user for the setof future potential game content that is selected.
 5. The system ofclaim 3, wherein the first reward includes one or more virtual items,virtual resources and/or virtual currencies usable in the virtual space.6. The system of claim 1, wherein the physical processors are furtherconfigured to determine that voting by the first user for potentialfuture game content has breached a voting milestone, and to determine areward for distribution to the first user based on the voting milestonehas been breached by the first user.
 7. The system of claim 6, whereinthe voting milestone specifies a threshold number of voting forpotential future game content to be performed by the first user.
 8. Thesystem of claim 1, wherein the gameplay based on which the value of thevoting power is determined includes virtual troop training, buildingupgrade, user character development, interaction with the other users inthe virtual space and/or interaction with the virtual space by the firstuser.
 9. The system of claim 1, wherein the value of the voting powerparameter for the first user is further determined based on in-gamepurchase made by the first user.
 10. A method for gauging user interestin new content for an online game, the method being implemented in oneor more physical processors configured to execute computer programs, themethod comprising: executing an instance of an online game, and usingthe instance of the online game to facilitate participation of users inthe online game through client computing platforms; managing useraccounts associated with the individual users, the user accountscomprising user parameters related to the individual users such that theuser accounts include a first user account associated with a first user,the first user account indicating a value of a user voting powerparameter for the first user, wherein the value of the voting powerparameter for the first user is determined based on gameplay by thefirst user; effectuating presentation to the users of informationrelated to multiple different sets of potential future game content forthe online game, the sets of potential future game content including afirst set of potential future game content and a second set of potentialfuture game content; receiving entry and/or selection of user votes forindividual ones of the sets of potential future game content, wherein auser vote by the first user costs the first user an amount of the votingpower parameter; and selecting one of the sets of potential future gamecontent based on the received user votes.
 11. The method of claim 10,further comprising enabling users to allocate individual quantities ofvotes to the individual ones of the sets of potential future gamecontent presented to the users such that the first user is enabled toallocate a first quantity of votes to the first set of potential futuregame content and a second quantity of votes to the second set ofpotential future game content.
 12. The method of claim 11, furthercomprising determining rewards for distribution to the individual userssuch that a first reward is determined to be distributed to the firstuser by virtue of a set of future potential game content voted by thefirst user being selected based on the received user votes.
 13. Themethod of claim 12, wherein the determination of the first reward fordistribution to the first user is based on a number of votes by thefirst user for the set of future potential game content that isselected.
 14. The method of claim 12, wherein the first reward includesone or more virtual items, virtual resources and/or virtual currenciesusable in the virtual space.
 15. The method of claim 10, furthercomprising determining voting by the first user for potential futuregame content has breached a voting milestone and to determine a rewardfor distribution to the first user based on the voting milestone hasbeen breached by the first user.
 16. The method of claim 15, wherein thevoting milestone specifies a threshold number of voting for potentialfuture game content to be performed by the first user.
 17. The method ofclaim 10, wherein the gameplay based on which the value of the votingpower is determined includes virtual troop training, building upgrade,user character development, interaction with the other users in thevirtual space and/or interaction with the virtual space by the firstuser.
 18. The method of claim 10, wherein the value of the voting powerparameter for the first user is further determined based on in-gamepurchase made by the first user.